//---------------------------------------------------------------------
    void SkeletonSerializer::importSkeleton(DataStreamPtr& stream, Skeleton* pSkel)
    {
		// Determine endianness (must be the first thing we do!)
		determineEndianness(stream);

		// Check header
        readFileHeader(stream);

        unsigned short streamID;
        while(!stream->eof())
        {
            streamID = readChunk(stream);
            switch (streamID)
            {
            case SKELETON_BONE:
                readBone(stream, pSkel);
                break;
            case SKELETON_BONE_PARENT:
                readBoneParent(stream, pSkel);
                break;
            case SKELETON_ANIMATION:
                readAnimation(stream, pSkel);
				break;
			case SKELETON_ANIMATION_LINK:
				readSkeletonAnimationLink(stream, pSkel);
				break;
            }
        }

        // Assume bones are stored in the binding pose
        pSkel->setBindingPose();


    }
    //---------------------------------------------------------------------
    void SkeletonSerializer::importSkeleton(DataStreamPtr& stream, Skeleton* pSkel)
    {
        // Determine endianness (must be the first thing we do!)
        determineEndianness(stream);

        // Check header
        readFileHeader(stream);
        pushInnerChunk(stream);
        unsigned short streamID = readChunk(stream);

        while(!stream->eof())
        {
            switch (streamID)
            {
            case SKELETON_BLENDMODE:
            {
                // Optional blend mode
                uint16 blendMode;
                readShorts(stream, &blendMode, 1);
                pSkel->setBlendMode(static_cast<SkeletonAnimationBlendMode>(blendMode));
                break;
            }
            case SKELETON_BONE:
                readBone(stream, pSkel);
                break;
            case SKELETON_BONE_PARENT:
                readBoneParent(stream, pSkel);
                break;
            case SKELETON_ANIMATION:
                readAnimation(stream, pSkel);
                break;
            case SKELETON_ANIMATION_LINK:
                readSkeletonAnimationLink(stream, pSkel);
                break;
            default:
                break;
            }

            streamID = readChunk(stream);
        }
        // Assume bones are stored in the binding pose
        pSkel->setBindingPose();
        popInnerChunk(stream);

    }